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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Dragon Reflections #91
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9622183" data-attributes="member: 7044704"><p>I don't know, the White Light mini-campaign in the KH box felt pretty well integrated with the RPG side of things thanks to having a few boarding scenarios, and there were a couple of modules that did okay - IIRC Dramune Run was a decent mix of ship and personal action. The problem for me was the way starship skills were gated behind some fairly high personal skill prerequisites (which you got for free with the starship skills if you went through the academy). If you didn't go the academy route you were likely to have much lower overall skills and while the cost of starship skills might eventually even that up some, it took longer than any campaign I ever played. </p><p></p><p>That made for a real issue in terms of game balance, and was something that Traveller avoided since starship skills were treated like any others, no prereqs and available in many careers right from scratch.</p><p></p><p>Also not all that strange to have your RPG's starship combat rules effectively serve as a board game as well. Traveller had Mayday from early on (and much later Brilliant Lances and Battle Rider) and FASA Trek had the Tactical Combat Simulator standalone rules derived from the RPG.</p><p></p><p>Now, including an entire strategic-level wargame in the box, that was crazy. Imagine if the Traveller RPG came boxed with Fifth Frontier War or even something lighter like Imperium/Dark Nebula. That's pretty much what KH did, and it was even a pretty decent wargame. Played through it multiple times and every game's outcome has been very different, and usually quite close. </p><p></p><p>It's not a bad scenario unto itself, just a lot less impressive than Ogre was while having a very similar theme. I played it three or four times over the years and never saw the Sathar manage a clean win - the Scorpions tend to fold up a little too fast and once the surviving UPF ships can focus on the Juggernaut the damage effects just pile up too fast. All the hull points in the world don't help much if your lousy ADF/MR have been reduced to zero before you reach orbit, and some of the other results are just brutal on such a large ship.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9622183, member: 7044704"] I don't know, the White Light mini-campaign in the KH box felt pretty well integrated with the RPG side of things thanks to having a few boarding scenarios, and there were a couple of modules that did okay - IIRC Dramune Run was a decent mix of ship and personal action. The problem for me was the way starship skills were gated behind some fairly high personal skill prerequisites (which you got for free with the starship skills if you went through the academy). If you didn't go the academy route you were likely to have much lower overall skills and while the cost of starship skills might eventually even that up some, it took longer than any campaign I ever played. That made for a real issue in terms of game balance, and was something that Traveller avoided since starship skills were treated like any others, no prereqs and available in many careers right from scratch. Also not all that strange to have your RPG's starship combat rules effectively serve as a board game as well. Traveller had Mayday from early on (and much later Brilliant Lances and Battle Rider) and FASA Trek had the Tactical Combat Simulator standalone rules derived from the RPG. Now, including an entire strategic-level wargame in the box, that was crazy. Imagine if the Traveller RPG came boxed with Fifth Frontier War or even something lighter like Imperium/Dark Nebula. That's pretty much what KH did, and it was even a pretty decent wargame. Played through it multiple times and every game's outcome has been very different, and usually quite close. It's not a bad scenario unto itself, just a lot less impressive than Ogre was while having a very similar theme. I played it three or four times over the years and never saw the Sathar manage a clean win - the Scorpions tend to fold up a little too fast and once the surviving UPF ships can focus on the Juggernaut the damage effects just pile up too fast. All the hull points in the world don't help much if your lousy ADF/MR have been reduced to zero before you reach orbit, and some of the other results are just brutal on such a large ship. [/QUOTE]
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Dragon Reflections #91
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